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SwordOfJustice

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Another problem is that three majors = The Good, the Bad and the Ugly = win.
So who else than FUSA can be the other major? Mutants? They were a major...plus non mutants can't ally with them. However FUSA should be not only a country, but an ideal and a faction. I mean there could be some chances that the old Senate want to join the old government (they lived in wasteland, they are scared by mutants etc) and there is already the chance that FUSA are wiped from the map before the end game alliances. In that case it would be cool to have someone else that wants the good old USA back instead the bad USA (Enclave) back without the lead of a pre-war government like the FUSA.

We considered the above points. The fact is that the game has built in functionality for three major alliances: Commintern, Allies and Axis. I wanted to leverage this to represent three major alliances based on ideals in the mod. As you say, these are ideals and represent strong themes behind which many nations could rally.

So we came up with:
1). The Chosen One turns into a messiah figure and returns from self imposed exile to reunite North America. This is a humanist and tolerant alliance.
2). The Enclave. Powerful, ruthless, pragmatic, and they have a pre-War mandate. They are inhumane and very controlling. Nations that are themselves ruthless would flock to their leadership.
3). The Former USA. The remnant of the Senate and Congress and senior military leadership who were not part of the secret cabal that is the Enclave. Humanist but with a centralised government mentality. Kinder than the dark pre-War version of the US government as the shadowy influence of the Enclave departed for their secret bases when the War came. They also have the pre-War mandate, but backed with some high ideals like democracy and freedom, based on the kind of rhetoric that people in the USA love to speak about their country.

So these form end game alliances, and replace the standard HOI2 Allies, Axis and Commintern alliances respectively.

Technically, we have to work with the game engine as it is written. So there is no option to add a fourth major alliance of this type. Mutant Army is an excellent candidate for a separate major alliance.

All this was discussed some time ago. Anyway, Vladimir coded the vast majority of the end game events, which is a large event pool. I added a few extra events myself. This was our first draft of making this concept a reality in the mod. We made some tough decisions; one of those was all pre-existing alliances will be annulled and everyone joins one of the Big Three or goes independant and declares war on all three.

Vlad made a matrix of all nations and had some criteria to work out a percentage chance for each nation to join each alliance or stay neutral. We took into account the basic character of each nation as well. This was used to create the events.

Now, some points about how this event pool currently stands and what I need to do about it.

- It doesn't work well. The game engine is experiencing major bugs. I thought that once you were in a major HOI2 alliance and were at war, you could not make peace from then on. Yet experience shows that minor nations in these end game alliances are making peace deals which screws up the end game final war and confuses the game engine.

- Given that, I need to recode the end game pool quite a lot. I basically need a buffer period where nations slowly get added to the Big Three in a more controlled way. Supporting this, I have decided to switch in an update to their AI files via event so that they will not make peace deals. This should solve the peace deal issue.

- Now that I am adding nations more slowly and have to code another layer of events to sit in between the end game starting and the actual alliance events, I have decided to allow most nations an option to retain pre-existing alliances. I'll set the chance for an AI nation fairly low; a human player will be able to decide for themselves. This will mostly preserve that alliance matrix that Vlad made.

- I have always planned some mandated alliances and wars for the mod, to progress the strategic gameplay and the storyline of the mod. There was discussion on having a supermutant war in the east, and I am definitely going to implement that. Maybe in version 1.2. There was talk of a Crime League, and this or something similar based on the Slavers' Guild, is necessary and will also be done. You can already see in 1.0.1 that NCR and West BoS are almost guaranteed to go to war. This is based on Fallout game world background actually and is an example of a scripted war. I want any scripted alliances that I implement to the mod to possibly exist in the end game phase. Which means I will have to code that possibility into the end game event pool.

- I want the end game pool to start later by default as 1944 is too early. I also want to add dynamic triggers that check for certain conditions. So that if a player nation is conquering the map quickly, the end game chain can trigger sooner to make the game more interesting and challenging for that rampant player.

Cheers,
Sword
 

SwordOfJustice

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Wow.. it looks great with so much going on... I'm actually even surprised :)

VLAD! Welcome! You must've pushed your head up out of the mound of real life work. I know you've been busy. :D

Yes, the mod lives. And there's been a lot of great discussion lately. Did you read that I've committed to making FODD compatible with Darkest Hour HOI2 game? The features that team have put into their game are fantastic and I believe will help the mod a great deal.

Cheers,
Sword
 

JRHINDO

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- I want the end game pool to start later by default as 1944 is too early. I also want to add dynamic triggers that check for certain conditions. So that if a player nation is conquering the map quickly, the end game chain can trigger sooner to make the game more interesting and challenging for that rampant player.
The end game events should fire in the 50s IMO, as FUSA I have never been able to conquer the map in less than 20 years.
(Although i did way to research awesome planes and the powered marines)
 

Vladimir Pavlov

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Did you read that I've committed to making FODD compatible with Darkest Hour HOI2 game? The features that team have put into their game are fantastic and I believe will help the mod a great deal.

Now THAT is a project I'd like to join :) Soon I'll have more free time (a new manager comes, so I hopefully won't be working till 8 PM) and I'd be glad to help you with it :) It looks like Darkest Hour provides some place for work.

By the way, why exactly is Darkest Hour better than the Iron Cross and the Arssenal of Democracy? (just a small explanation for me - I wasn't able to get into the concept of these three as deep as I should...)

You shall get an ICQ, so that we can talk easier... I always suffer with MSN.
 

Kosh

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By the way, why exactly is Darkest Hour better than the Iron Cross and the Arssenal of Democracy? (just a small explanation for me - I wasn't able to get into the concept of these three as deep as I should...)
Iron Cross isn't a new gane, is a expansion pack for HOI2 DD Arma that can be installed over AoD or DH too
AoD and DH are both standalone games, but I'm not sure about the difference between both
 

Vaximillian

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AoD and DH are both standalone games, but I'm not sure about the difference between both

Well, there are some differences. At least, should be.
 
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I have decided to allow most nations an option to retain pre-existing alliances. I'll set the chance for an AI nation fairly low; a human player will be able to decide for themselves.

Does this mean AIs will most of the time leave it's current alliance and enter one of the new ones?

What if it's already allied to whatever faction it's supposed to ally in the Endgame?

I'm asking because major nations, when led by players, can easily build up a lot of alliances, which would then be messed up in endgame (and this has happened invariably, as I have understood from AAR's and my own games)
 

vota dc

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Countries that go slowly toward the Three Big Powers sounds good, especially for the Enclave: they are plotters, so they build their alliances all the time instead the last moment. For the other two there could be a problem: Chosen One doesn't exist...and by the way what happens if the American Unity is still alive with for example the New California Republic in and the Former USA already dead at the Endgame? Would some countries join American Unity or just ignore it because the main country doesn't exist anymore? And if the whole American Unity is dead what happens if a country choose to join? Because I fear the engine doesn't allow something like "join comintern", you have to specify the country, so an alliance without a country can't be resurrected and if you will have to check who is the new alliance leader in the event.

About Darkest Hour...I suppose there will be more provinces than Aod because it will do WW1...you can't do WW1 with Trieste and Venezia merged in the same province. I don't know if there are totally new features...somebody suggested food that could be great.
 

Lyrecryer

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Is it OK if I try to port this mod to AOD? I got AOD and I will wish to play this but I'm a bit concerned that I might ruin the game so I got it on a different folder and everything.

Would it be possible to make an tutorial for the mod? So people who will play this game will be able to understand the mod a bit more?
 
Last edited:

SwordOfJustice

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Is it OK if I try to port this mod to AOD? I got AOD and I will wish to play this but I'm a bit concerned that I might ruin the game so I got it on a different folder and everything.

Would it be possible to make an tutorial for the mod? So people who will play this game will be able to understand the mod a bit more?

Well sure. That would be great! You will find that it will take quite a few hours of work. AOD has a radically different economic model, for example.

Sadly, I don't have time to spend documenting the mod more than it already is. The HOI2 modding wiki site is excellent and can help you a lot.

Cheers,
Sword
 

SwordOfJustice

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Does this mean AIs will most of the time leave it's current alliance and enter one of the new ones?

What if it's already allied to whatever faction it's supposed to ally in the Endgame?

I'm asking because major nations, when led by players, can easily build up a lot of alliances, which would then be messed up in endgame (and this has happened invariably, as I have understood from AAR's and my own games)

Well if I set a 10% chance of AI nations retaining an existing alliance, then you can see that there is very little chance an alliance will remain. If you have three participants, that means each one would need to randomly "roll" that 10% chance. But it gives that small possibility. I should set it maybe 20-30% I think.

Cheers,
Sword
 

Lyrecryer

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Well my port is doing ok now. I got the units errors sorted but now I need to make sure that I can get the Leaders/ministers out of th way and I might have a playable port! I'm using a mod switcher that only puts the files in the mods in the game but that's it. so I will need to delete the files that the game is using to use the mod!


I make a backup and I will be able to see if it's causing the errors or something worse.
 

Lyrecryer

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I'm back and I hit a roadblock. I need to remove some leader/ministers/tech teams Files but I do not know what files is being used. Is it just the files that isn't 3 letters tags that can be removed safely or not?

I got a problem with Temp_Leader file. it keeps saying that it got the same ID as something else. looks like it could take longer than I have planned.

nothing seems to work with the file. I should ask why was the file needed in the first place.

Your unintsalling software does not work. I got many files left over. It's very hard to do anything now.
 
Last edited:

SwordOfJustice

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I'm back and I hit a roadblock. I need to remove some leader/ministers/tech teams Files but I do not know what files is being used. Is it just the files that isn't 3 letters tags that can be removed safely or not?

I got a problem with Temp_Leader file. it keeps saying that it got the same ID as something else. looks like it could take longer than I have planned.

nothing seems to work with the file. I should ask why was the file needed in the first place.

Your unintsalling software does not work. I got many files left over. It's very hard to do anything now.

Supeerme, you're attempting a big job while flying blind. You need to learn how to mod HOI2 before you can successfully adapt it to AoD. The mod has many files, leaders, ministers, AI, and more. All objects in HOI2 need ID numbers and it sounds like you are running AoD with original files as well as mod files and there is a conflict between IDs.

Your best way forward is to go to the HOI2 modding wiki site and learn about modding HOI2 so you can understand where the files are and what they do.

The installer does work. The uninstall function is not perfect and may not delete all files. This is because I am only a beginner in writing the install scripts. Future ones will be coded better.

However, if you have done something unusual like used the installer and then moved any files inside AoD folder, you should expect the uninstaller to not work.

Always make backups and work from a clean copy. So have your clean installation of the mod and a clean copy of AoD to work from.

That's about all the help I can give you, mate. Good luck! It's a very worthy project!

Ciao,
Sword
 

Lyrecryer

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I have been modding hoi2 for about a year now. I made a backup but when I tried to put the game back to normal, the game seemed to have been a bit wonky. I made a back up for the files that I was editing AND I got rid the main files that was causing trobles yet I was unable to get the Temp_leader_file fixed.

I just had an idea in my head now. Maybe it wasn't the Temp_leaderfiles that needed changing...but rather the other files.
 

SwordOfJustice

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I'm back and I hit a roadblock. I need to remove some leader/ministers/tech teams Files but I do not know what files is being used. Is it just the files that isn't 3 letters tags that can be removed safely or not?

Why do you need to remove some tech team files? I think you can extract the mod in a temporary folder so you can see what files it has. It sounds like you've installed the mod on top of AOD and now don't know which are mod files, is that right?

I got a problem with Temp_Leader file. it keeps saying that it got the same ID as something else. looks like it could take longer than I have planned.

nothing seems to work with the file. I should ask why was the file needed in the first place.

There is a mod file called \db\leaders\Temp_Leader_Names.csv which is just a testing file. It should not even exist anymore. Just delete it. Obviously, AOD does some kind of check to make sure these are valid files. This one is not valid, it just has names in it.

Your unintsalling software does not work. I got many files left over. It's very hard to do anything now.

For your information, here is the code from the installer.

Code:
Section "Uninstall"

  ;ADD YOUR OWN FILES HERE...

	Delete "$INSTDIR\Uninstall.exe"

    Delete "$INSTDIR\ai\AI_1945\*.*"
    Delete "$INSTDIR\ai\GlobalWar\*.*"
    Delete "$INSTDIR\ai\switch\*.*"
    Delete "$INSTDIR\ai\*.*"
    Delete "$INSTDIR\avi\*.*"
    Delete "$INSTDIR\config\*.*"
    Delete "$INSTDIR\db\brigades\*.*"
    Delete "$INSTDIR\db\events\gaining_control\*.*"
    Delete "$INSTDIR\db\events\no_units\*.*"
    Delete "$INSTDIR\db\events\*.*"
    Delete "$INSTDIR\db\leaders\*.*"
    Delete "$INSTDIR\db\ministers\*.*"
    Delete "$INSTDIR\db\tech\teams\*.*"
    Delete "$INSTDIR\db\tech\*.*"
    Delete "$INSTDIR\db\units\brigades\*.*"
    Delete "$INSTDIR\db\units\divisions\*.*"
    Delete "$INSTDIR\db\units\*.*"
	Delete "$INSTDIR\gfx\events_pics\*.*"
	Delete "$INSTDIR\gfx\fonts\additional\*.*"
	Delete "$INSTDIR\gfx\fonts\*.*"
	Delete "$INSTDIR\gfx\interface\button area\*.*"
	Delete "$INSTDIR\gfx\interface\crb\*.*"
	Delete "$INSTDIR\gfx\interface\eyr\*.*"
	Delete "$INSTDIR\gfx\interface\frontend\*.*"
	Delete "$INSTDIR\gfx\interface\menu\*.*"
	Delete "$INSTDIR\gfx\interface\models\*.*"
	Delete "$INSTDIR\gfx\interface\pics\*.*"
	Delete "$INSTDIR\gfx\interface\settings\*.*"
	Delete "$INSTDIR\gfx\interface\tech\*.*"
	Delete "$INSTDIR\gfx\interface\*.*"
	Delete "$INSTDIR\gfx\map\flags\*.*"
	Delete "$INSTDIR\gfx\map\landscape\*.*"
	Delete "$INSTDIR\gfx\map\palette\*.*"
	Delete "$INSTDIR\gfx\map\shields\*.*"
	Delete "$INSTDIR\gfx\map\units\bmp\*.*"
	Delete "$INSTDIR\gfx\map\units\*.*"
	Delete "$INSTDIR\gfx\map\*.*"
	Delete "$INSTDIR\gfx\palette\*.*"
	Delete "$INSTDIR\gfx\settings\*.*"
	Delete "$INSTDIR\gfx\skins\afg\*.*"
	Delete "$INSTDIR\gfx\skins\alg\*.*"
	Delete "$INSTDIR\gfx\skins\als\*.*"
	Delete "$INSTDIR\gfx\skins\ang\*.*"
	Delete "$INSTDIR\gfx\skins\ara\*.*"
	Delete "$INSTDIR\gfx\skins\arg\*.*"
	Delete "$INSTDIR\gfx\skins\arm\*.*"
	Delete "$INSTDIR\gfx\skins\ast\*.*"
	Delete "$INSTDIR\gfx\skins\aus\*.*"
	Delete "$INSTDIR\gfx\skins\axi\*.*"
	Delete "$INSTDIR\gfx\skins\azb\*.*"
	Delete "$INSTDIR\gfx\skins\bel\*.*"
	Delete "$INSTDIR\gfx\skins\blr\*.*"
	Delete "$INSTDIR\gfx\skins\bra\*.*"
	Delete "$INSTDIR\gfx\skins\cal\*.*"
	Delete "$INSTDIR\gfx\skins\can\*.*"
	Delete "$INSTDIR\gfx\skins\chc\*.*"
	Delete "$INSTDIR\gfx\skins\chi\*.*"
	Delete "$INSTDIR\gfx\skins\csa\*.*"
	Delete "$INSTDIR\gfx\skins\cze\*.*"
	Delete "$INSTDIR\gfx\skins\default\*.*"
	Delete "$INSTDIR\gfx\skins\den\*.*"
	Delete "$INSTDIR\gfx\skins\eng\*.*"
	Delete "$INSTDIR\gfx\skins\eng2\*.*"
	Delete "$INSTDIR\gfx\skins\fin\*.*"
	Delete "$INSTDIR\gfx\skins\fra\*.*"
	Delete "$INSTDIR\gfx\skins\ger\*.*"
	Delete "$INSTDIR\gfx\skins\hol\*.*"
	Delete "$INSTDIR\gfx\skins\hon\*.*"
	Delete "$INSTDIR\gfx\skins\hun\*.*"
	Delete "$INSTDIR\gfx\skins\irq\*.*"
	Delete "$INSTDIR\gfx\skins\ita\*.*"
	Delete "$INSTDIR\gfx\skins\jap\*.*"
	Delete "$INSTDIR\gfx\skins\mex\*.*"
	Delete "$INSTDIR\gfx\skins\nor\*.*"
	Delete "$INSTDIR\gfx\skins\nzl\*.*"
	Delete "$INSTDIR\gfx\skins\pol\*.*"
	Delete "$INSTDIR\gfx\skins\por\*.*"
	Delete "$INSTDIR\gfx\skins\rom\*.*"
	Delete "$INSTDIR\gfx\skins\sch\*.*"
	Delete "$INSTDIR\gfx\skins\sov\*.*"
	Delete "$INSTDIR\gfx\skins\spa\*.*"
	Delete "$INSTDIR\gfx\skins\spr\*.*"
	Delete "$INSTDIR\gfx\skins\swe\*.*"
	Delete "$INSTDIR\gfx\skins\tex\*.*"
	Delete "$INSTDIR\gfx\skins\tur\*.*"
	Delete "$INSTDIR\gfx\skins\uap\*.*"
	Delete "$INSTDIR\gfx\skins\uau\*.*"
	Delete "$INSTDIR\gfx\skins\ubo\*.*"
	Delete "$INSTDIR\gfx\skins\uch\*.*"
	Delete "$INSTDIR\gfx\skins\ucs\*.*"
	Delete "$INSTDIR\gfx\skins\uer\*.*"
	Delete "$INSTDIR\gfx\skins\ues\*.*"
	Delete "$INSTDIR\gfx\skins\ugs\*.*"
	Delete "$INSTDIR\gfx\skins\uic\*.*"
	Delete "$INSTDIR\gfx\skins\uir\*.*"
	Delete "$INSTDIR\gfx\skins\upr\*.*"
	Delete "$INSTDIR\gfx\skins\ups\*.*"
	Delete "$INSTDIR\gfx\skins\uro\*.*"
	Delete "$INSTDIR\gfx\skins\usa\*.*"
	Delete "$INSTDIR\gfx\skins\usn\*.*"
	Delete "$INSTDIR\gfx\skins\utc\*.*"
	Delete "$INSTDIR\gfx\skins\utl\*.*"
	Delete "$INSTDIR\gfx\skins\uto\*.*"
	Delete "$INSTDIR\gfx\skins\*.*"
	Delete "$INSTDIR\gfx\*.*"
	Delete "$INSTDIR\map\*.*"
	Delete "$INSTDIR\music\*.*"
	Delete "$INSTDIR\scenarios\1936\*.*"
	Delete "$INSTDIR\scenarios\data\*.*"
	Delete "$INSTDIR\scenarios\save games\*.*"
	Delete "$INSTDIR\scenarios\*.*"
	Delete "$INSTDIR\sfx\wave\*.*"
	Delete "$INSTDIR\sfx\*.*"
	Delete "$INSTDIR\shields\*.*"
	Delete "$INSTDIR\tutorial\*.*"
	Delete "$INSTDIR\*.*"

    RMDir "$INSTDIR\ai\AI_1945"
    RMDir "$INSTDIR\ai\GlobalWar"
    RMDir "$INSTDIR\ai\switch"
    RMDir "$INSTDIR\ai"
    RMDir "$INSTDIR\avi"
    RMDir "$INSTDIR\config"
    RMDir "$INSTDIR\db\brigades"
    RMDir "$INSTDIR\db\events\gaining_control"
    RMDir "$INSTDIR\db\events\no_units"
    RMDir "$INSTDIR\db\events"
    RMDir "$INSTDIR\db\leaders"
    RMDir "$INSTDIR\db\ministers"
    RMDir "$INSTDIR\db\tech\teams"
    RMDir "$INSTDIR\db\tech"
    RMDir "$INSTDIR\db\units\brigades"
    RMDir "$INSTDIR\db\units\divisions"
    RMDir "$INSTDIR\db\units"
	RMDir "$INSTDIR\gfx\events_pics"
	RMDir "$INSTDIR\gfx\fonts\additional"
	RMDir "$INSTDIR\gfx\fonts"
	RMDir "$INSTDIR\gfx\interface\button area"
	RMDir "$INSTDIR\gfx\interface\crb"
	RMDir "$INSTDIR\gfx\interface\eyr"
	RMDir "$INSTDIR\gfx\interface\frontend"
	RMDir "$INSTDIR\gfx\interface\menu"
	RMDir "$INSTDIR\gfx\interface\models"
	RMDir "$INSTDIR\gfx\interface\pics"
	RMDir "$INSTDIR\gfx\interface\settings"
	RMDir "$INSTDIR\gfx\interface\tech"
	RMDir "$INSTDIR\gfx\interface"
	RMDir "$INSTDIR\gfx\map\flags"
	RMDir "$INSTDIR\gfx\map\landscape"
	RMDir "$INSTDIR\gfx\map\palette"
	RMDir "$INSTDIR\gfx\map\shields"
	RMDir "$INSTDIR\gfx\map\units\bmp"
	RMDir "$INSTDIR\gfx\map\units"
	RMDir "$INSTDIR\gfx\map"
	RMDir "$INSTDIR\gfx\palette"
	RMDir "$INSTDIR\gfx\settings"
	RMDir "$INSTDIR\gfx\skins\afg"
	RMDir "$INSTDIR\gfx\skins\alg"
	RMDir "$INSTDIR\gfx\skins\als"
	RMDir "$INSTDIR\gfx\skins\ang"
	RMDir "$INSTDIR\gfx\skins\ara"
	RMDir "$INSTDIR\gfx\skins\arg"
	RMDir "$INSTDIR\gfx\skins\arm"
	RMDir "$INSTDIR\gfx\skins\ast"
	RMDir "$INSTDIR\gfx\skins\aus"
	RMDir "$INSTDIR\gfx\skins\axi"
	RMDir "$INSTDIR\gfx\skins\azb"
	RMDir "$INSTDIR\gfx\skins\bel"
	RMDir "$INSTDIR\gfx\skins\blr"
	RMDir "$INSTDIR\gfx\skins\bra"
	RMDir "$INSTDIR\gfx\skins\cal"
	RMDir "$INSTDIR\gfx\skins\can"
	RMDir "$INSTDIR\gfx\skins\chc"
	RMDir "$INSTDIR\gfx\skins\chi"
	RMDir "$INSTDIR\gfx\skins\csa"
	RMDir "$INSTDIR\gfx\skins\cze"
	RMDir "$INSTDIR\gfx\skins\default"
	RMDir "$INSTDIR\gfx\skins\den"
	RMDir "$INSTDIR\gfx\skins\eng"
	RMDir "$INSTDIR\gfx\skins\eng2"
	RMDir "$INSTDIR\gfx\skins\fin"
	RMDir "$INSTDIR\gfx\skins\fra"
	RMDir "$INSTDIR\gfx\skins\ger"
	RMDir "$INSTDIR\gfx\skins\hol"
	RMDir "$INSTDIR\gfx\skins\hon"
	RMDir "$INSTDIR\gfx\skins\hun"
	RMDir "$INSTDIR\gfx\skins\irq"
	RMDir "$INSTDIR\gfx\skins\ita"
	RMDir "$INSTDIR\gfx\skins\jap"
	RMDir "$INSTDIR\gfx\skins\mex"
	RMDir "$INSTDIR\gfx\skins\nor"
	RMDir "$INSTDIR\gfx\skins\nzl"
	RMDir "$INSTDIR\gfx\skins\pol"
	RMDir "$INSTDIR\gfx\skins\por"
	RMDir "$INSTDIR\gfx\skins\rom"
	RMDir "$INSTDIR\gfx\skins\sch"
	RMDir "$INSTDIR\gfx\skins\sov"
	RMDir "$INSTDIR\gfx\skins\spa"
	RMDir "$INSTDIR\gfx\skins\spr"
	RMDir "$INSTDIR\gfx\skins\swe"
	RMDir "$INSTDIR\gfx\skins\tex"
	RMDir "$INSTDIR\gfx\skins\tur"
	RMDir "$INSTDIR\gfx\skins\uap"
	RMDir "$INSTDIR\gfx\skins\uau"
	RMDir "$INSTDIR\gfx\skins\ubo"
	RMDir "$INSTDIR\gfx\skins\uch"
	RMDir "$INSTDIR\gfx\skins\ucs"
	RMDir "$INSTDIR\gfx\skins\uer"
	RMDir "$INSTDIR\gfx\skins\ues"
	RMDir "$INSTDIR\gfx\skins\ugs"
	RMDir "$INSTDIR\gfx\skins\uic"
	RMDir "$INSTDIR\gfx\skins\uir"
	RMDir "$INSTDIR\gfx\skins\upr"
	RMDir "$INSTDIR\gfx\skins\ups"
	RMDir "$INSTDIR\gfx\skins\uro"
	RMDir "$INSTDIR\gfx\skins\usa"
	RMDir "$INSTDIR\gfx\skins\usn"
	RMDir "$INSTDIR\gfx\skins\utc"
	RMDir "$INSTDIR\gfx\skins\utl"
	RMDir "$INSTDIR\gfx\skins\uto"
	RMDir "$INSTDIR\gfx\skins"
	RMDir "$INSTDIR\gfx"
	RMDir "$INSTDIR\map"
	RMDir "$INSTDIR\music"
	RMDir "$INSTDIR\scenarios\1936"
	RMDir "$INSTDIR\scenarios\data"
	RMDir "$INSTDIR\scenarios\save games"
	RMDir "$INSTDIR\scenarios"
	RMDir "$INSTDIR\sfx\wave"
	RMDir "$INSTDIR\sfx"
	RMDir "$INSTDIR\shields"
	RMDir "$INSTDIR\tutorial"
	RMDir "$INSTDIR"

  DeleteRegKey HKLM "Software\FODD"

SectionEnd


It would be great if you could make the mod compatible with AoD. You'll have to get organised if you want to succeed in it.


- Sword
 

Lyrecryer

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Oh so the file does not need to-aaahhhhh. where there we go. Looks like I do need to get organised.:eek:o

Well I just need to reinstall the game and Get the files sorted again. I made a back up for the Mod files anyway.